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Posted

I would like to make a request.

Currently you can enter bikini keywords in the MCM and export your settings when starting a new save. This is nice and useful for a keyword patch but this would also export any other setting apart from keywords and affected body slots. This makes creating a plug-and-play patch not that easy and would require users to change their MCM settings again when installing an MCM settings file that would of course only add keywords, since any other option is to everybody's own liking.

Next to this, updating the mod requires adjusting the settings file again.

 

If the option for keywords and body slots were read from another file those problems would not arise. So modders could add such a file.

Just my idea and a humble request for making it more user friendly.

Posted
23 hours ago, Dez65 said:

 I actually already started regenerating  voices for the newest version today when I noticed some missing lines 🙃 Ill likely upload them this weekend.

Merged the Bruma and Misogynistic patches and installed the 1.18 voices!  So cool!  Thanks guys!

Posted
8 hours ago, foxcon145 said:

If the option for keywords and body slots were read from another file those problems would not arise. So modders could add such a file.

Just my idea and a humble request for making it more user friendly.

Making two additional .jsons to load should be possible. Before that, though, I’d been thinking of whether there’s a better way to implement equipment slot checking. Reason being that I didn’t realize SkyUI had limits to text entry until I’d implemented the feature. Bikini Keyword entry should be fine as is to discourage long entries.

 

These are three possibilities of moving forward:

 

1. Keep as is

 

2. Remove it entirely. PO3E already lets me check only for equipped items. This puts the onus on the player to add whitelisting keywords to items such as wigs

 

3. Expose all equipment slots to individual MCM toggles per slot

 

What do you think?

Posted (edited)

If you use LPO's Equipment Slot setting, please let me know how and why. I personally don't touch it, and would be open to removing the option entirely. I've just realized that LPO only checks and removes items valid with VendorItemX keywords, which most likely exclude items such as Wigs. There's potentially no need for this setting, which supports option 2 above.

Edited by Nuascura
Posted

Hi bro, I looking forward to make a simillar mod but about guards are restriction player to wear some armours if player isn't belong to faction. For example player is wearing guards armour but player isn't a thane of this city or uses a mod to work as a guard, so they force you  to remove this armour.

Since you already done this in your scripts could you tell me please what is the easiest and most performance way to implement it? Thanks

Posted (edited)
On 9/1/2024 at 5:09 PM, Nuascura said:

2. Remove it entirely. PO3E already lets me check only for equipped items. This puts the onus on the player to add whitelisting keywords to items such as wigs

 

3. Expose all equipment slots to individual MCM toggles per slot

I think equipment slots are not even that important and currently I can't even think of a use case, but this does not mean it is not required for it to work properly. Most relevant slots, considering bikini keywords, are probably 32, 52 and 49, although it depends on the users. IMHO only those slots are to be checked anyway. Any other items that would have relevant keywords are generally not equipped on other slots.

 

And I can't tell what exactly PO3E lets you check - that an undetermined item is equipped on e.g. slot 43?

 

Concerncing 3.:

How do you imagine the MCM to look like? I'm not opposed to the idea per se, but it would probably just complicate everything enormously and thereby reduce the user experience.  Either way, also a nice idea.

Considering the unconsistent mass of armor mods that all use different slots for relevant outfit pieces this is still probably the best idea as there could arise some non-compensable incompatibilities.

Edited by foxcon145
Posted (edited)

@Sicumbaka One method would be the following under a player alias script:

import PO3_SKSEFunctions

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
	if akBaseObject as Armor
		RegisterForSingleUpdate(4.0) ; do this to reduce duplicate calls
	endIf
EndEvent

Event OnUpdate()
	; run check function
	; This is a simplified script
	Form[] tempList = PO3_SKSEFunctions.AddAllEquippedItemsToArray(self.GetActorRef()) ; use this to get ONLY equipped items
	tempList = PyramidUtils.FilterFormsByKeyword(tempList, keywordList, false, false)
	if tempList.Length > 0
		; send for bounty quest
	endIf
EndEvent

But this method is dependent on item having keywords. You'll want to check if guard armor has any keywords that differentiate them from other items. You can dynamically alter the keywordList via a Magic Effect, hosted by a spell attached to the player alias, which calls itself when the player enters a faction.

E.g. Pseudo code

 

IF player is in WhiterunCrime faction

RUN active magic effect script -> remove Whiterun Guard Armor keyword from keywordList

 

Again, I have no idea if this would work, but that's the jist of what I do with LPO. Thaneship checking is a whole bag of worms itself because Bethesda never bothered to store the variable under a "safe" and "certain" property. Essentially, 'thaneship' changes based on the guard confronting you, and is actually an integer based on the "get out of jail free card" rather than a Thaneship-specific boolean. If this makes sense to you, you'll understand how messy it is. LPO has a method to track this, thankfully. Inefficient but it works.

 

As an alternative to the above code, IF guard armor has its own keywords, you might be interested in the following condition function: https://ck.uesp.net/wiki/WornApparelHasKeywordCount. LPO can't use it because MGEF start conditions are too restrictive, but it just might work for you.

 

OR, if keywords aren't available, what you could do is center this violation check process around a quest. When the quest starts, fill an alias with the closest guard. Make sure the alias isn't optional. If alias is filled, the quest start() call will return true. Thereafter, access the alias reference's equipped items via GetEquippedArmorInSlot. Check if player has any similar armor equipped. If so, flag whatever violation you're looking for.

 

---

 

@foxcon145 The above code excerpt should answer your question regarding option 2. If I eschew slot checking entirely, I'll ask PO3E to grab all equipped items and then filter with blacklist keywords via PyramidUtils just as I do now. This gives me a pool of all possibly violating items on the player (armor + weapons + ammo). Then, as a change, I'll slightly reverse the last step to, for example, ask PyUtils to return me an array containing ONLY armor from this pool. IF this new array has any items at all, I flag an armor violation.

 

This is the logic I'm referring to in which I ignore factoring in armor slots at all. If someone wants to wear (bikini) armor at all, then, they'll need to add the relevant keywords to all items equipped on the player actor.

Edited by Nuascura
Posted

Thanks for explanation! At first I will try to implement some kind of simple version of this in the game since I've never worked with scripts in CK before, so something complicated wouln't be possible without skill and knowledge

Posted

Loving this mod. Makes for a great way to whittle down the obscene amounts of cash I get from the Dovahkin's Warehouse/Bedroom.

 

I do have a question regarding the Follower Exemption for the Travel License though - how is this supposed to work?

I use NFF and have had up to 7 female followers at any given time (I have the license enabled, and female follower exemption enabled), but I've still gotten the 'You have been reported missing' warning and subsequently arrested and fined by the guards for travelling without a license. Does the follower check only register Vanilla followers?

 

NFF has a 'Game Slot' follower slot in addition to the 10 additional follower slots (I'm assuming this slot is for vanilla followers like Serana), but this slot is not currently filled in my game. Do I need to assign a follower to this slot in order for LPO to register that I have a female follower and am thus exempt from the Travel License requirement?

Posted

@IBAGadget While specific follower-mod integrations would increase accuracy and efficiency, LPO in its current state is actually dependency agnostic and should theoretically adapt if NFF can correctly follow Skyrim conventions. I have no idea what NFF's "Game Slot" thing does. But the following are the conditions that must be satisfied per Skyim conventions:

  1. Global Value "PlayerFollowerCount" > 0
  2. Follower is in faction "CurrentFollowerFaction" OR
  3. Follower is in faction "CurrentHireling"

IF these conditions are satisfied, LPO is capable of scanning your player's loaded area for a matching reference, for any actor that is in either of the noted factions.

Posted (edited)

Thanks for the info. I'll check those settings out and see if NFF is properly populating them. If it is, then I will do a hard save just before my current license expires, then test whether it is working or not.

 

If not, then I'll assign one of my followers to the Game Slot in NFF and see if that changes things.

 

*edit*

 

I think I have it figured out. In order to have multiple followers, PlayerFollowerCount has to be 0. I think NFF keeps this Global at 0 in order to work properly - thus, this mod does not recognize that my PC has multiple followers with her and so I don't get the Travel License Exemption.

 

Guess I'm either going to have to bump up the validity time, or make sure I'm not far from a hold guard when my timer gets low.

Edited by IBAGadget
Posted
On 8/25/2024 at 11:16 PM, Nuascura said:

@Raine_Hyd Just curious; do you have Equip Enchantment Fix installed? Does the race change issue still occur with it installed?

Yes to both, also if I become a vampire lord and change into that it then allows me to use magic after changing back. I'm not sure if that's an intended effect or not, and it doesn't really bother me. What i would like to know is; Is it possible to change the slots the tats apply to? Some presets apply tats to slots 1/2/3 etc in racemenu and this one uses slot 1/2 so it conflicts. Not sure if I'd have to change an ini setting or such, I have not messed with anything as of yet. I'm still on 1.17 since I just saw there was an update.

Posted

@Raine_Hyd LPO, for best compatibility, allows SlaveTats to find and fill open slots automatically. LPO doesn't choose which slots to fill as it uses a derivative of SlaveTats' simple API tattoo application. If you're changing rm presets mid-game, just re-apply the curse if you want the tattoos to show up again.

Posted
1 hour ago, Nuascura said:

@Raine_Hyd LPO, for best compatibility, allows SlaveTats to find and fill open slots automatically. LPO doesn't choose which slots to fill as it uses a derivative of SlaveTats' simple API tattoo application. If you're changing rm presets mid-game, just re-apply the curse if you want the tattoos to show up again.

Okay, thanks for the info. Wasn't sure if it was set or not so figured I'd ask.

Posted

Hi,

 

Great mod, so far it is a good money sink, but I came across a situation where I was fine for no reason.  I traded with Adriana in Whiterun, I was stop when done for breaking the trading law, but I still had 40 hours left on my trading license.  I first made sure the license was in perfect order, then I checked in the MCM and all was fun.   I this point I think I have to chuck, that on a bug, unless there is a different mechanism which would explained why I was fined.

 

Thanks for the mod a for looking into it.  

Posted
50 minutes ago, Snook001 said:

Hi,

 

Great mod, so far it is a good money sink, but I came across a situation where I was fine for no reason.  I traded with Adriana in Whiterun, I was stop when done for breaking the trading law, but I still had 40 hours left on my trading license.  I first made sure the license was in perfect order, then I checked in the MCM and all was fun.   I this point I think I have to chuck, that on a bug, unless there is a different mechanism which would explained why I was fined.

 

Thanks for the mod a for looking into it.  

Do you have the weapon/armor licenses active?

 

If you do, and you don't have a valid weapon/armor license, that would explain the trade violation.

Posted

Hello,

 

I'm having trouble updating from 1.17.4 to 1.8.3.

I'm using SE and installed the Backported Extended ESL Support.

The mod installs but then tells me that I'm missing PapyrusUtil.

I'm OK staying with 1.17, it's great, but I'm wondering if there's a solution without moving to AE?

Posted

@Trill0 Hi,

 

I've had three reports of this issue, now. If you are sure you have the latest available PapyrusUtil version for SE 1.5, and Licenses has been 100% operational with previous versions, the warning is likely a false positive for you. I'm currently investigating the issue.

Posted (edited)

@Trill0 @kaxat Please test this compiled script for me. The plugin name might be "papyrusutil plugin" for 1.5.97. Don't use the file for actual gameplay, else an error may occur - I dunno.

 

Edited by Nuascura
Removed Attachment
Posted
15 hours ago, Nuascura said:

@Snook001 What IBA said. If you don't like the feature, disable Trade Validation under General/Additional Settings.

Thanks, I was not aware of that function.  I'll try it shortly. :) 

Posted

Hey, I'm getting an issue

 

When I fail to have a license (IE: Magic or weapon) and a guard gets mad at me, they say they're gonna confiscate it, and lock me up a while. But then my game just freezes

 

Audio continues (background music, and whatever other sounds had already started) but nothing else happens and I'm stuck there

 

I also can't alt+tab or open task manager to close it unless I use Windows Key + Tab, move skyrim into a new desktop, them use task manage on the first desktop to shut it down

 

And because it's not actually crashing, I'm not getting a crash log, so I have no clue how to even begin to fix this kind of issue

Posted

@The Dragonwhore It might be related to how LPO uses PyUtils' functions.

 

  • What LPO version do you have installed?
  • What PyUtils version do you have installed?
  • Have you tested this issue on a clean new character / new game?
  • Have you tested this issue with no items minimal items in your inventory (ex. only 1x Iron Sword)?

Alternatively, if the crash consistently happens when the guard says they're gonna jail you, it could be an issue with the transfer function where LPO moves your character to a new cell/location. But LPO doesn't do anything special enough of note here... It's literally a single call to a vanilla function SendPlayerToJail(). Try disabling PyramidUtils in your load order and repeat this crash scenario - this will prevent LPO from confiscating items prior to sending you to jail. If this doesn't fix the issue, I'm inclined to believe something else in your load order is interfering with a basic vanilla function (either an SKSE dll or something changing the jail locations perhaps).

Posted (edited)
On 9/12/2024 at 10:05 AM, Nuascura said:

@The Dragonwhore It might be related to how LPO uses PyUtils' functions.

 

  • What LPO version do you have installed?
  • What PyUtils version do you have installed?
  • Have you tested this issue on a clean new character / new game?
  • Have you tested this issue with no items minimal items in your inventory (ex. only 1x Iron Sword)?

Alternatively, if the crash consistently happens when the guard says they're gonna jail you, it could be an issue with the transfer function where LPO moves your character to a new cell/location. But LPO doesn't do anything special enough of note here... It's literally a single call to a vanilla function SendPlayerToJail(). Try disabling PyramidUtils in your load order and repeat this crash scenario - this will prevent LPO from confiscating items prior to sending you to jail. If this doesn't fix the issue, I'm inclined to believe something else in your load order is interfering with a basic vanilla function (either an SKSE dll or something changing the jail locations perhaps).

Latest version of everything

 

It seems like it happens more often with more items in my inventory (pretty much guaranteed at a normal amount of items, like, a set of armor, a couple weapons, and a few miscellaneous items)

 

And having PyramidUtils enabled or disabled doesn't seem to change it at all

 

So far, on a brand new save, it seems to be working even with hundreds of items, but that's not with all my MCM settings done properly, which will take a while, so I'll have to try it later

 

Thanks

 

Edit: Okay, did some more testing, and it seems like it doesn't matter so much how many items I have in my inventory, but how many separate equipable items (as in, using different slots) I have at the time. For example, wearing or having this full set: https://www.nexusmods.com/skyrimspecialedition/mods/128690 pretty much guarantees a freeze for me. It's also worth noting, that it also freezes if I use the "unequipallitems" console command. So I guess it's not this mod, and it something else in my loadorder causing this (unless it's a known thing for it to freeze like this with lots of separate slot equipables?)

 

Thanks for the help

Edited by The Dragonwhore
More info added, not this mod causing the issue

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